This 'essay' is taken from my PhD thesis. As it dates back to 1994 it is a little tired now as so much has changed since writing it... but fundamentally the main material remains valid. I have excised, as best I can, forward and backward references to other material in the thesis.
The Physical Forms of Computing
An
adjective long applied to computer technology is 'ubiquitous', being
everywhere and in everything. As the physical constraints on the size, placement
and so on of computing devices has diminished, the already made abstraction that
'computing' is not contingent with a discrete artefact 'the computer', has
already led to computing being well on the path to omnipresence, followed rather
substantively, possibly curiously, by the computer itself. The residual icon,
the general purpose computer, has remained for many disciplines and activities
such as computer aided art and design (CAAD) the seminal and defining artefact even after to all intents and
purposes it became a collection of computers in a box. Partly this is due to a lack of development criteria, also because the pattern of
computer related product development ('computered' forms) has been skewed by
economically advantaged software product development (computing products) which
owe their success to the stable presence of the 'general purpose' computer.
It
is both interesting and problematic to conjecture whether the integrity of what
is now the general purpose computer will be sustained. That is to say whether
the current division between computered forms such as the watch, the cash
vending machine, the answer phone on the one hand and the platform for computing
products; the computer artefact on the other, becomes increasingly blurred. That
it can is evidenced by computer games machines like those made by Sony, Sega
and Nintendo, that there are parameters to it is evidenced by the digital
watch overloaded with functions. If the future trend of computing is to infuse
the quality of 'smartness' into everything we make then the old fashioned television and the
book look extremely limited venues for cultural experience and practice, but how
will the channel be tied to the form?
The
potential for change is no indication of the actuality of change so views on the
future of technology are best treated with some scepticism. But such views do
indicate the fragility of the status quo. For example Negroponte
expresses a view of computers he considers to be fundamentally different
to those commonly held (Negroponte, 1990) and in opposition to the paper and/or
clipboard model of computing such as Alan Kay's dynabook,
"My
view includes a slightly different mix of form factors and physical embodiments
of computers. Many or most will be small objects. . . that intercommunicate with
each other. . . agents, great and small, will be distributed all over the place." (1990:348)
He
also feels that for various reasons speech will become the dominant mode of
interaction. Earlier predictions he has made appear to be validated by research
efforts. Tebbutt (Tebbutt, 1991) reports on research projects and activities at
the Olivetti Research Laboratory such as the active badge that
monitored the location of a badge holder (human or otherwise) providing for an
integrated environment of data, objects and people. This is not unlike Negroponte's
vision of all knowing rooms (Negroponte, 1980) that we will be
able to communicate with and will respond to our presence.
For
art and design, from the earliest days of 'computer graphics'
the 'hardware' environment did not substantively change for
twenty years or so, neither did the perception of what it was. Foley and Van Dam
are as authoritative as any other (Foley and Van Dam, 1983) in this respect
"There
are four major subsystems: computer, display processing unit (DPU), display
device, and user input devices. Associated with the computer are two hard-copy
devices: a printer and a plotter. The computer is, of course, the heart of the
system." (1983:93)
If
there was a major difference of approach visible it was the distinction between
interactive and non-interactive modes of operation; whether user's outcomes
were as a result of operating hardware or as a result of software programming.
On reflection much of the literature of the period which was appropriate to CAAD
seemed primarily to deal with the translation of geometry and trigonometry into
programme routines (for a not untypical cross-section see Foley and Van Dam,
1983, Bowyer and Woodwark, 1983, Myers, 1982,
Lansdown, 1987). During this period CAAD constituted a number of quite
distinct sub-divisions of computer art, computer graphics, computer aided design
and so on which in general were separable on the basis of their praxiological
intentions, software goals and attitudes toward hardware.
The
clarity of this phase of CAAD (of a set repertoire of technology, the
replication of known processes, the 'translation' of visual things into a
scholastic compendium of programme routines) has gradually diminished although I
am not sure of the extent to which this is only my perception. Many would no
doubt say that the different aspects of CAAD have moved toward greater degrees
of industrial relevance and practice, they might say that the technology is more
complex and powerful, that applications are better defined. I would contend that
(discrete issues of speed, memory and so on apart) this is due to the increased
functionality of individual software products related to specific applications
e.g. better screen representations
in desk top publishing. The function of such software products has not markedly
changed simply grown in ambition and grip. As for the 'general purpose' computer platform its functionality has primarily increased to support such
software products, again its function has not changed. What has really changed
are certain views about the nature of the technology and its cultural place, two
views which are both dependent on the cognisance that at some point computer
technology changed the degree of its complexity. The turning of the corner was
when computing really could be anywhere and when software started to have
attitude.
After
Simulation: Software Attitude & Cultural Content
Perhaps
unsurprisingly there seems little fundamental criticism of the nature of
contemporary CAAD systems but this may well be a result of the fact that their 'fundamental
nature' is not itself evident given the propensity for forms of
illusion in such systems like simulation. Indeed much of the defence and success
of computer graphics has been substantiated on the notion of simulation, by
means of metaphor, simile and analogy, simulation has provided new avenues for
the cognitive apprehension of dynamic and static form. We make, see and
understand 'worlds' on our screens. Deep interpretation of simulation often
casts it as a new fusion of language with form. Within the computer a linguistic
performance takes place with an object as a constructed or measured referent, whilst
simultaneously a 'projection' (implying a world) of the object's state is given
visually. In the case of interactive systems the situation becomes more complex
as the user's 'reactions' to 'projections' give rise to actions which
comprise genuine referents used by the computer.
Whether
programmed or interactive this type of computer graphics (and more generally
computing) is seen to provide a means by which form can be better dealt with
through the use of language. Form with all its material difficulties is 'released'
from the real world and becomes a projection still available to the senses by
which we apprehend and manipulate it, simultaneously our manipulation and
apprehension of form becomes encoded and expressed within a linguistic
performance we can influence. Hence within a CAAD system I can have a cube which
I might view as an isometric or perspective projection, which I might distort by
hand and eye and so on. This now seems an unproblematic expectation of such a
system although it has many pasts and futures, Jay points out that drawing and
painting styles, indeed all forms of visualisation are closely tied to the
philosophical, spiritual and aesthetic sentiments of their era (Jay, 1988). If
we take his thesis and apply it to software artefacts we can see in their
stylised appropriation of the space, the mark and the object
unwitting elements of cultural propagation which will no doubt pass on
qualitative notions of construction and appearance to a generation of
architects, automobile and product designers, graphic designers indeed all CAAD
users.
The
attraction of simulation to 'makers' is obvious, yet it incorporates many
different levels of knowing and their representation both on the part of the
user and within the machine. Most significantly for the user it presents a
mediation of perception the user is obliged to engage with, not unlike
television, film or photography. However unlike these media there is an implicit
prefiguration of our percepts and interaction within the confines of symbol and
language explicitly reduced to the level of machine instructions. As 'audience' any cultural reading we might make of computer technology therefore has a strand
we would not expect or look for in such an engagement. We have been informed
about ideology being implicated in communications, we understand propaganda, but
we have no precedent which allows us to reflect that a communication is implicit
in the things we use.
It
could be said that all practitioners are influenced by experience of the
contemporary and that regardless of their witting or unwitting approbation of
elements of CAAD, the situation is of itself unremarkable and normal. There are
a number of counters to accepting the status quo, firstly we are here actively
addressing product innovation and development and the status quo requires
powerful evaluation. Secondly I think there is a case for saying that
historically artists
and designers have not been involved in the use of anything like CAAD ever
before, it powerfully immerses them in the un-real, it unjoins their ability to
judge things from things as they are. It suspends actions, it has the power of
excommunication.
The
initial success of the intermediary role of simulation between language and form
in areas of application like CAAD and graphical user interfaces has in many ways
caused a misrepresentation of what computers properly are or can be. In part
this is perhaps due to the fact that the term simulation only encapsulates one
aspect of the much greater facility of computers to appear in many guises, often
new, if we are prepared to engage with the illusion. We are for example all too
ready to classify them as tools when patently they are not;
certainly no more than they are libraries, clocks and pigeon post. This
is perhaps par for the course, the illusion we are obliged to engage with
obliges us to have a false belief as to the true nature of the machine.
Similarly the success of simulation has both postponed old problems and
engendered new ones to do with language in computing (that is to say the role of
software) and language as computing (that is to say the presumption that
computers as a technology are fundamentally characterised by and predominantly
will be advanced by developments in software). Plauded as an escape from code,
instruction, syntax and machine, simulation has lately become no more than a
medium for code, instruction, syntax and machine. The inheritance of these
problems, manifested in the modern desktop computer is most clearly visible as a
proliferation of menu items, casually undifferentiated. A reliance on nomination
as the main vessel of signification.
In
1984, Alan Kay, who was involved with seminal work at Xerox's Parc, was
quoted as saying of windows that they were ". . . designed so you could
understand what they were in five seconds. . " (Durham, 1984). Indeed the
approach to the graphic user interface was to see it as a method by which the
user could be coerced into constructing myths or illusions about the system and
that further, from these myths, the user would be able to predict how the system
would behave. This was and remains the general notion underlying user
friendliness which has become synonymous, incorrectly, with the adoption of
graphical user interfaces (GUI's). The success and development of GUI's is
well known but whatever the initial impetus for their development it is clear
that the criteria which first informed their development are no longer in
operation or if so then in barely visible form. Generally speaking 'user friendly'
has given way to 'user adaptation'. Few modern GUI's let alone
applications software could be described as obvious, easy, simple and
predictable either by a novice or expert user, if nothing else this is
attributable to the increased functionality of computers e.g. compare the
earliest Macintosh system specification to what is now available (Jennings,
1984).
The
tale of software is that it has had the opportunity, through the increased
functionality and stable presence of the general computer, to become
increasingly elaborate even baroque. Not only have software methods improved but
so too has the pool of software as knowledge and as an expression of cultural
interest. The consequences of all this will no doubt be revealed historically
but one thing is certain, software starts to look like cultural product. Sitting
the other side of the window, the user will see programmes as judgments of the
way things are and the ways things should be done. As part of an evil cosmology
or as an information jihad software now has attitude.
Hardware
presence
In
art and design as in other arts and media the pattern of production and
dissemination of cultural product is well understood. The constituent parts of
conception, making, retail or showing are generally easily identifiable and in
varying degree separable. For each part of the production cycle there are also
simple distinctions regarding the appropriateness of intellectual and practical
skills, of individual or team effort and of what are the constituents of a
product. This is as true of drama as it is of furniture design or fine art.
Commonly in these understandings while materiality or medium may be seen as
something that practitioners should master it is not generally read that its
presence may be hard to detect. Instead invisibility is, in the arts, a
phenomenon usually attributed to wheeling and dealing 'behind the scenes', to
money, to power and establishment or in some cases to 'technical wizardry'.
However in new technology the capacity for the simple raw material of production
to be in some way already marked and shaped alters the nature of production. We
have already considered the issue of the physical form of computing artefacts
and the cultural content of software it now remains to be seen how these might
alter the cycle of cultural production and the form of cultural products.
In
1969 authors like Apter were reflecting on the relationship between technology,
science and art with a philosophy that could equally be called scientism or
artism. Apter discussed the idea of machines as works of art, machines to create
works of art, the influence of cybernetics on art thought / language and finally
cybernetics as art (Apter, 1979). Some 25 years on his suggestions look
distinctly like those of a modernist defining clear opportunities and actions to
be taken. The reality of the changes which have taken place in the technology,
science, art and design arena have been more complex than Apter could have
foreseen. Computer technology could be said to have become in various ways
constitutive of artistic and design genres, to have residually a cultural
dimension, how different really is 'machines as works of art' to 'works of
art on machines'? So too if I consider the analysis, knowledge, method and
guidance present in a typical CAD program, when I use it, how far can I call
myself 'author'? Apter's musings are appropriate but need new formulation.
It
is a fact that in 1969 the speculation and interest that could be had in art /
technology fusion was more a matter of playing with language and
significances than dealing with commonplace artistic and creative practice
underpinned by a phenomenally complex technology, as it is today. What continues to remain
pertinent is that self same linguistic blurring, which can alter our
understanding of things. Now it is applicable to design as much as art, to
retail as much as exhibiting. The cause of the blurring is not a consequence of
philosophy nor of cultural strategy it is the combined effect of things ranging
from knowledge to pictures, from processes to sound being turned into 'data'.
It is then consequently the development of data as both a cultural and economic
commodity and the increasing technological bias of developing concepts of function and functionality related to data.
Negroponte's notions which blur the
concept of the physical presence of computation are compounded by the
dematerialization of things to their computered token. This is visible not only
in respect of the things which computers act upon but also in the local material
environment of computers, so Vertelney and Booker remark (Vertelney and Booker,
1990)
"Until
recently, industrial designers designed the product packaging of computers, and
user-interface designers focused primarily on software design. But as technology
continues to evolve, this distinction will blur. The Lisa and Macintosh
computers were among the first to use software commands to replace mechanical
switches. Examples of this include: turning the computer on and off, ejecting
disks and dimming the screen." (1990:57)
This
situation is not simply a recap of what we understand by service industries, the
information age is not simply a matter of having more, having new, it is not
simply a matter of changed industrial practices and new markets, it is about the
loss of materiality, the potential loss of pleasure and wisdom that accrues from
handling the real. For some sectors perhaps there has been little to lose and
much to gain, in art and design essentially material things; the object and the
tool, the hand and the medium, have
been the steady centre of practice for millenia, now for those who will work with new
technology only the cyphers remain. This may prove to be neither good nor bad
but it is certainly new and very different to what has gone before.
Consequently
it is interesting to speculate on the way that overall production and
distribution cycles in the art and design sector have been changed by the
computered product and the computered practice. To give some idea, fairly simple
models of production processes are shown below and these are to be compared with a
slightly more elaborated version of new technology product production i.e. a data/software product. Throughout the term artefact applies to material
things we 'use' and cultural is neither read as high or low.
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PRODUCTION PROCESSES
Figure 1 represents the simply understood cycle of traditional craft production. Materials are acquired (from the artefact environment) which are manipulated with tools (production artefacts), a thing is made (cultural product) and becomes an identifiable object in somebody's world (their artefact environment). This is patently the oldest model likely.
This next model Figure 2 introduces the scenario for cultural products where the tools of construction are different to say the tools of presentation. This is usually true for cultural products which require a carrying medium such as radio, film and television. Effectively the tools of presentation are reproduction artefacts i. e. in some way they allow us to 'make' the product again although most people would understand the word 'play'. In actuality this means that reproductive technology is usually a limited subset of the technologies used in the production process. The product itself is in a latent state until production/reproduction equipment is running.
Figure 3 is one that might usefully be applied to areas like CAD/CAM or indeed any situation where there is a discernible partitioning of production by a clearly identifiable interim stage involving a 'pre-product' product. In particular where the production technology used for the pre-product is markedly different to that used for the product itself. This is certainly not untypical of the design sector and accords with an earlier distinction drawn between design technology and manufacturing technology. It could be mooted that in fact the use of computers in design processes is often carried over i nto the control of manufacturing equipment and therefore clear distinctions between manufacturing and design technology cannot be made. I would contend however that an industrial manufacturing plant is neither in substance or experience the same environment as that accorded the screen geometer. There
is a feature of computing devices and computation which marks them out from the
general run of technology and makes them unique within art and design
technology. Whereas previous technology has been an environment and artefactual
resource for the development of cultural form computer technology provides an
environment for the development of virtual technological products as an
antecedent to the development of cultural form. This is perhaps a difficult and
no doubt contestable point to understand as it requires us to concede the
possibility of what we cannot envision, the unknown forms and genres of an
unknown 'technology' within a technology. However that this is a plausible
state of affairs is in most ways confirmed by the aforementioned effect of
dematerialization. If real mechanical gadgets can become 'soft' mechanical
gadgets then a kind of post-analogy era of technology seems inevitable. That is
the development of technologies which are not simply mimicry of industrial
technology but develop forward from the relation with such copies. The final production / distribution cycle shown, figure 4, relates to an item of software as the notional cultural product. For the various reasons and circumstances given it is inappropriate to any longer think of such a product in the typical characterisation of a work of art or as the materially independent conclusion of a process of design. It is properly contingent with a cultural / material complex. While the software cultural product remains a goal and will be identifiable by its aesthetic and cultural parameters and whatever context makes it 'readable' it is properly only a part of a system which constitutes a fluid production / distribution system. Because I like Leibniz, we will call the system a production monad for within this system the cultural product has no identifiable beginning or ending, it is complete in itself. The closest systems we have to this model are multi-media ones but as yet such systems are still cast in the 'general computer with I/O devices' mould and the cultural products as encyclopaedic pedagogs.
In
the production monad various features exist which are in our previous models of
production and distribution, for example that the appropriation of raw material
can still be from an artefact environment external to production technology or
that reproduction technology is generically akin to production technology.
However production and distribution technologies occupy the same space the reproduction
domain and this has new features; the computered artefact environment of
smart objects; the computered production artefacts of smart input devices; the
software artefact environment, the cyphers which constitute user interfaces; the
software production artefact, the user interface appropriate to the goal of the
software cultural product. Finally we come to the software cultural product
itself which can exist in a distributed manner at any point or points within the
reproduction domain. That is to say that the cultural product has the power to
alter the nature of 'computered' or change the inflection of software.
Structurally its role is akin to the lighting in a film or a chapter in a book
although it is as different to them as they are to each other.
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The final portrayal of a technological/cultural environment, the production monad, may sound unlikely and subject to the usual frailties of futurology. There are however good reasons to be confident that it will happen, partly because the constituent parts of the environment are already visible but primarily because of the 'general computer'. The general computer, we remember, has problems in the shape of an indeterminate function. Currently it serves as the focal point of interaction with data forms but there is no reason that this should continue because the ergonomic drift of new technology is to maximise the contact requirement of interaction. This requirement is to be in touch with people in as many ways and as many places as possible to maximise the work effort that can be taken from them. New technology, properly post-industrial is placed in a different relationship to the workforce, the Fordian model of the mechanisation of the workforce was to place people by machines, new technology on the other hand is 'placed' by people. The physicality of the computer will therefore be subject to an increasing diffusion because unlike a chair there is no function which will sustain its physical integrity against the pressure of the non-site-specific and non-channel-specific requirements of data interaction. Therefore in the future we are not looking simply at the potential demise of that we characterise as a 'computer' we are looking to the physical diversity and distribution of its progeny. The residual paradigm which will replace the hegemony of the 'computer' is that of the 'network' and although networks are developing apace it is reasonable to observe that until such time as the desktop machine has a humbler role networks remain in phase one. As artists and designers now assimilate and become involved with the computer they sign-up for a more complex future.